![]() ![]() So, this also means the designer can’t place individual enemy AI in specific parts of the map, since the map doesn’t exist until the game is played. This is generated differently by the simulation each time the game is played. The designer doesn’t control where any door, wall, or window will be. With Procedural Architecture, nothing is scripted. Then they script the behaviours for each of these AI that determines how each one will react under predetermined circumstances.” Then they place each AI exactly where they want them inside this static environment. ![]() “For example, in conventional level design, the designer places doors, walls, windows, staircases, roads, trees, and everything else exactly where they want them. ![]() The hard part is that Procedural Architecture requires us to throw away all the conventional ways of building art, missions, audio, and AI because all the conventional ways of doing this assume the environment always stays static,” explains Peter Tamte, CEO of HighWire Games. “We have very heavily modified the Unreal Engine. One such technique is Procedural Architecture that aims to reflect the unpredictably and intense psychological challenge facing soldiers in conflict. A large part of delivering this experience comes down to the graphics and AI engines, which blend cutting-edge technology with a number of custom-built in-house solutions designed to challenge even the most accomplished strategists. ![]()
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